AssetBundle(2)AssetBundle的加载和使用
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四种加载方式
1,AssetBundle.LoadFromMemoryAsync 第一种从内存异步加载 IEnumerator
2,AssetBundle.LoadFromFileAsync 第二种从本地异步加载 IEnumerator
3,WWW.LoadFromCacheOrDownload 第三种使用www来加载
4,UnityWebRequest 第四种使用UnityWebRequest
一、AssetBundle.LoadFromMemoryAsync
using System.Collections;using System.Collections.Generic;using System.IO;using UnityEngine;using UnityEngine.Networking;public class LoadAssetBundles : MonoBehaviour { IEnumerator Start () { string rootPath = Application.streamingAssetsPath; string path = rootPath+ "/AssetBundles/cubewall.unity3d"; //AssetBundle ab1 = AssetBundle.LoadFromFile("AssetBundles/scenes/share.unity3d"); //第一种从内存异步加载 IEnumerator AssetBundleCreateRequest request = AssetBundle.LoadFromMemoryAsync(File.ReadAllBytes(path)); yield return request; AssetBundle ab = request.assetBundle; AssetBundle assetBundleManifest = AssetBundle.LoadFromFile(rootPath+"/AssetBundles/AssetBundles"); AssetBundleManifest manifest = assetBundleManifest.LoadAsset<AssetBundleManifest>("AssetBundleManifest"); //foreach (string name in manifest.GetAllAssetBundles()) //{ // Debug.Log(name); //} string[] dependencies = manifest.GetAllDependencies("cubewall.unity3d"); foreach (string str in dependencies) { print(str); AssetBundle.LoadFromFile(rootPath+"/AssetBundles/" + str); } //实例化资源 GameObject wallPrefab = ab.LoadAsset<GameObject>("cubewall"); Instantiate(wallPrefab); //AssetBundle.UnloadAllAssetBundles(true); }}
二、AssetBundle.LoadFromFileAsync
using System.Collections;using System.Collections.Generic;using System.IO;using UnityEngine;using UnityEngine.Networking;public class LoadAssetBundles : MonoBehaviour { IEnumerator Start () { string rootPath = Application.streamingAssetsPath; string path = rootPath+ "/AssetBundles/cubewall.unity3d"; ////AssetBundle ab1 = AssetBundle.LoadFromFile("AssetBundles/scenes/share.unity3d"); //第二种从本地异步加载 IEnumerator AssetBundleCreateRequest request = AssetBundle.LoadFromFileAsync(path); yield return request; AssetBundle ab = request.assetBundle; //AssetBundle ab = AssetBundle.LoadFromFile("AssetBundles/scenes/cubewall.unity3d"); AssetBundle assetBundleManifest = AssetBundle.LoadFromFile(rootPath+"/AssetBundles/AssetBundles"); AssetBundleManifest manifest = assetBundleManifest.LoadAsset<AssetBundleManifest>("AssetBundleManifest"); //foreach (string name in manifest.GetAllAssetBundles()) //{ // Debug.Log(name); //} string[] dependencies = manifest.GetAllDependencies("cubewall.unity3d"); foreach (string str in dependencies) { print(str); AssetBundle.LoadFromFile(rootPath+"/AssetBundles/" + str); } //实例化资源 GameObject wallPrefab = ab.LoadAsset<GameObject>("cubewall"); Instantiate(wallPrefab); //AssetBundle.UnloadAllAssetBundles(true); }}
三、WWW.LoadFromCacheOrDownload
using System.Collections;using System.Collections.Generic;using System.IO;using UnityEngine;using UnityEngine.Networking;public class LoadAssetBundles : MonoBehaviour { IEnumerator Start () { string rootPath = Application.streamingAssetsPath; string path = rootPath+ "/AssetBundles/cubewall.unity3d"; ////AssetBundle ab1 = AssetBundle.LoadFromFile("AssetBundles/scenes/share.unity3d"); //第三种使用www来加载 while (!Caching.ready) { yield return null; } WWW www = WWW.LoadFromCacheOrDownload(@"file://E:\UnityProjects\Unity5.4\AssetBundleProjects\Assets\StreamingAssets\AssetBundles\AssetBundles\cubewall.unity3d", 1); //WWW www = WWW.LoadFromCacheOrDownload(@"http://192.168.1.102/AssetBundles\cubewall.unity3d", 1); yield return www; if (!string.IsNullOrEmpty(www.error)) { Debug.Log(www.error); yield break; } AssetBundle ab = www.assetBundle; AssetBundle assetBundleManifest = AssetBundle.LoadFromFile(rootPath+"/AssetBundles/AssetBundles"); AssetBundleManifest manifest = assetBundleManifest.LoadAsset<AssetBundleManifest>("AssetBundleManifest"); //foreach (string name in manifest.GetAllAssetBundles()) //{ // Debug.Log(name); //} string[] dependencies = manifest.GetAllDependencies("cubewall.unity3d"); foreach (string str in dependencies) { print(str); AssetBundle.LoadFromFile(rootPath+"/AssetBundles/" + str); } //实例化资源 GameObject wallPrefab = ab.LoadAsset<GameObject>("cubewall"); Instantiate(wallPrefab); //AssetBundle.UnloadAllAssetBundles(true); }}
四、UnityWebRequest
using System.Collections;using System.Collections.Generic;using System.IO;using UnityEngine;using UnityEngine.Networking;public class LoadAssetBundles : MonoBehaviour { IEnumerator Start () { string rootPath = Application.streamingAssetsPath; string path = rootPath+ "/AssetBundles/cubewall.unity3d"; ////AssetBundle ab1 = AssetBundle.LoadFromFile("AssetBundles/scenes/share.unity3d"); //第四种使用UnityWebRequest string url = @"file://E:\UnityProjects\Unity5.4\AssetBundleProjects\Assets\StreamingAssets\AssetBundles\cubewall.unity3d"; //string url = @"http://192.168.1.102/AssetBundles\cubewall.unity3d"; UnityWebRequest request = UnityWebRequest.GetAssetBundle(url); yield return request.Send(); //AssetBundle ab = DownloadHandlerAssetBundle.GetContent(request); AssetBundle ab = (request.downloadHandler as DownloadHandlerAssetBundle).assetBundle; AssetBundle assetBundleManifest = AssetBundle.LoadFromFile(rootPath+"/AssetBundles/AssetBundles"); AssetBundleManifest manifest = assetBundleManifest.LoadAsset<AssetBundleManifest>("AssetBundleManifest"); //foreach (string name in manifest.GetAllAssetBundles()) //{ // Debug.Log(name); //} string[] dependencies = manifest.GetAllDependencies("cubewall.unity3d"); foreach (string str in dependencies) { print(str); AssetBundle.LoadFromFile(rootPath+"/AssetBundles/" + str); } //实例化资源 GameObject wallPrefab = ab.LoadAsset<GameObject>("cubewall"); Instantiate(wallPrefab); //AssetBundle.UnloadAllAssetBundles(true); }}
加载Manifests
AssetBundle assetBundle = AssetBundle.LoadFromFile(manifestFilePath); AssetBundleManifest manifest = assetBundle.LoadAsset<AssetBundleManifest>("AssetBundleManifest"); string[] dependencies = manifest.GetAllDependencies("assetBundle"); //Pass the name of the bundle you want the dependencies for. foreach (string name in manifest.GetAllAssetBundles()) { Debug.Log(name); } foreach (string dependency in dependencies) { AssetBundle.LoadFromFile(Path.Combine(assetBundlePath, dependency)); }
AssetBundle的卸载
卸载有两个方面1,减少内存使用
2,有可能导致丢失
什么时候去卸载资源
AssetBundle.Unload(true)卸载所有资源,即使有资源被使用着1,在关卡切换、场景切换
2,资源没被用的时候 调用
AssetBundle.Unload(false)卸载所有没用被使用的资源
AssetBundle.Unload(false)卸载所有没用被使用的资源
个别资源怎么卸载
1,通过 Resources.UnloadUnusedAssets.
2,场景切换的时候
关于文件校验
CRC MD5 SHA1
相同点:
CRC、MD5、SHA1都是通过对数据进行计算,来生成一个校验值,该校验值用来校验数据的完整性。不同点:
1. 算法不同。CRC采用多项式除法,MD5和SHA1使用的是替换、轮转等方法;2. 校验值的长度不同。CRC校验位的长度跟其多项式有关系,一般为16位或32位;MD5是16个字节(128位);SHA1是20个字节(160位);
3. 校验值的称呼不同。CRC一般叫做CRC值;MD5和SHA1一般叫做哈希值(Hash)或散列值;
4. 安全性不同。这里的安全性是指检错的能力,即数据的错误能通过校验位检测出来。CRC的安全性跟多项式有很大关系,相对于MD5和SHA1要弱很多;MD5的安全性很高,不过大概在04年的时候被山东大学的王小云破解了;SHA1的安全性最高。
5. 效率不同,CRC的计算效率很高;MD5和SHA1比较慢。
6. 用途不同。CRC一般用作通信数据的校验;MD5和SHA1用于安全(Security)领域,比如文件校验、数字签名等。
结尾
1,依赖包重复问题
a,把需要共享的资源打包到一起
b,分割包,这些包不是在同一时间使用的
c,把共享部分打包成一个单独的包
2,图集重复问题
3,Android贴图问题
4,iOS文件处理重复fixed in Unity 5.3.2p2.
a,把需要共享的资源打包到一起
b,分割包,这些包不是在同一时间使用的
c,把共享部分打包成一个单独的包
2,图集重复问题
3,Android贴图问题
4,iOS文件处理重复fixed in Unity 5.3.2p2.
Unity Asset Bundle Browser tool
工具链接:http://pan.baidu.com/s/1slPrVaP 密码:zz80
直接放在Editor目录下即可,在unity编辑器导航栏Windows->AssetBundle Browser
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